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Multi-character Demo

Platform:

PC

Tools Used:

Unreal

Duration:
1 week

Overview

This demo is a third-person boss combat prototype centered around a dual-character switching mechanic.

The player controls two characters simultaneously and can switch between them in real time. Through character switching, cooperative abilities, and boss mechanic responses, the player completes a high-intensity combat encounter lasting approximately 90 seconds.

The purpose of this demo is to validate the following combat design goals:

  • Whether dual-character switching can create clear and meaningful combat decisions

  • Whether the two characters provide distinct gameplay experiences and combat responsibilities

  • Whether companion abilities can form a positive loop of “creating an opening → converting it into damage output”

  • Whether the boss can actively drive the player to switch characters and alternate between offense and defense

Design Goals

  • Core Design Objective

    • Design two characters with clearly different combat roles, pacing, and risk–reward structures, and use boss mechanics to drive players to switch characters in order to achieve a combat flow of:

      • Create an opening → Deal damage → Create another opening

Specific Experience Goals

This demo aims to provide the following gameplay experiences.

  • Experience Goal A: Clear Character Differentiation

    • Players should quickly feel the differences between the Paladin and the Boxer in terms of:

      • Survivability

      • Attack rhythm

      • Damage delivery methods

      • Responsibilities when dealing with the boss

      • Risk–reward trade-offs

  • Experience Goal B: Character Switching Is a Meaningful Decision

    • Players should not switch characters simply for visual variety. Instead, switching occurs because:

      • The current character is not suited to the current boss mechanic

      • Switching can create a more efficient damage window

      • Another character can safely absorb incoming pressure

      • Another character can better capitalize on a boss vulnerability

  • Experience Goal C: Clear Character Synergy

    • Synergy between characters should not only exist in concept but should be reflected directly in combat.

    • Paladin handles pressure, interrupts the boss, and disrupts its rhythm

    • Boxer delivers rapid combos, burst damage, and capitalizes on openings

    • Together they create a combat rhythm of:

      • Open window → Burst damage → Reopen window

  • Experience Goal D: The Boss Drives Character Switching

    • The boss actively forces players to switch characters through mechanics such as:

      • Attack states

      • Guard states

      • Dash behaviors

      • Enrage phases

    • These mechanics require players to constantly decide:

      • Which character should be active

      • Whether to defend, interrupt, or attack

      • When to use synergy skills to regain tempo

Core Gameplay Loop

The core loop of this demo is:

  • Observe boss behavior → Choose the appropriate character → Interrupt / break guard / evade → Gain a damage window → Build advantage → Prepare for the next mechanic cycle

  • Micro Loop

    • Boss attacks → Player evaluates → Character responds → Boss exposes weakness → Player deals damage

  • Macro Loop

    • Multiple micro loops accumulate → Boss enters a new phase or enrage state → Pressure increases → Player regains tempo through dual-character switching → Boss is eventually defeated

Core Gameplay Mechanics

  • Character Switching Response

    • When the boss performs different behaviors, players must choose the character best suited for the situation.

      • Paladin handles pressure and interrupts boss attacks

      • Boxer capitalizes on damage windows and burst opportunities

  • Converting Damage

    • Players cannot mindlessly attack.During boss vulnerability windows, they must choose whether to:

      • Continue with the Paladin for safe and consistent damage

      • Switch to the Boxer to perform high-reward combo chains and charged finishers

  • Creating Synergy Windows

    • Players create stable damage opportunities through actions such as:

      • Paladin taunting to attract boss aggro

      • Paladin shield-bashing to interrupt dashes

      • Boxer leap attacks to break boss guard

      • Using companion special skills to compensate for the active character’s weaknesses

  • Risk–Reward Evaluation

    • The Boxer offers high burst damage but low survivability.The Paladin offers strong survivability but lower damage output.Players must constantly decide:

      • Whether it is worth switching to the Boxer for maximum damage

      • Whether the Paladin should stabilize the fight first

      • Whether synergy skills should be saved for upcoming mechanics

3C and Basic Controls

  • Camera

    • Third-person over-the-shoulder camera

    • Boss remains the primary focus of observation

    • Camera position and logic remain consistent when switching characters

    • Both characters share the same camera reference

  • Design Intent

    • The challenge of the dual-character system should not come from camera resets.

    • The camera prioritizes continuity during character switching, allowing players to focus on boss mechanics and character differences.

  • Basic Controls

    • Movement: WASD

    • Basic Attack: Left Mouse Button

    • Skill: E

    • Character Switch: Tab

    • Self Special Skill: Right Mouse Button

    • Companion Special Skill: Q

    • Dodge / Dash: Shift

Characters

  • Character 1: Paladin

    • Role

      • Tank / Interrupt / Tempo Control / Window Creator

  • Core Keywords

    • Durable / Stable / Crowd Control / Protection

  • Design Goal

    • The Paladin reduces the punishment of player mistakes during high-pressure phases.

    • Through taunting, damage absorption, and interrupts, the Paladin reorganizes combat tempo and creates valuable damage windows for the Boxer.

  • Basic Attack

    • Three-hit melee combo.

    • Steady attack rhythm

    • First two strikes maintain pressure

    • Third strike applies stronger stagger or knockback

  • Design Intent

    • Paladin’s attacks prioritize clarity and stability, rather than burst damage.They are used to:

      • Maintain safe baseline damage

      • Apply control during minor boss imbalance

      • Stabilize the battlefield before switching to the Boxer

    • Active Skill – Taunt (E)

      • Effect:

      • Significantly increases aggro

      • Forces the boss to prioritize attacking the Paladin

      • Temporarily increases defense or damage reduction

      • Design Intent

        • Taunt allows the Paladin to actively take control of combat tempo.

        • When the Boxer is under high risk or the boss is about to enter a high-pressure phase, the Paladin can stabilize the situation and buy time to reorganize the team’s offensive rhythm.

    • Special Skill – Shield Bash (Right Mouse)

      • Effect:

        • Medium-range forward dash attack

        • If it hits a boss performing a dash attack, it triggers a counter interrupt

        • Successful interrupt staggers the boss briefly

        • Design Intent:

          • Shield Bash is the Paladin’s core mechanic interaction tool.

          • It creates a clear gameplay loop:

            • Understand the mechanic → Respond correctly → Gain a reward window

        • Paladin Gameplay Loop

          • Take aggro → Absorb boss pressure → Identify dash or high-pressure attacks → Interrupt with Shield Bash → Create vulnerability → Switch to Boxer for damage

  • Character 2: Boxer

    • Role

      • High Mobility / Rapid Combos / Burst Damage / High Risk–High Reward

    • Core Keywords

      • Fast / Aggressive / Burst / Flexible

    • Design Goal

      • The Boxer capitalizes on the damage windows created by the Paladin.

      • Through rapid combo attacks and burst finishers, the Boxer converts accumulated advantages into high damage output.

    • Basic Attack

      • Four-hit light punch combo.

      • Fast attack rhythm

      • Allows sustained input pressure

      • Builds Combo stacks

      • Combo System

        • Each successful attack increases Combo stacks.

        • Combo stacks increase damage potential.

        • Combo resets when:

          • The player is interrupted

          • Too much time passes without hitting

          • The player triggers a finishing move

      • Design Intent

        • Basic attacks prepare for burst damage.

        • Combat rhythm becomes:

          • Close distance → Build Combo stacks → Finish with heavy burst attack

    • Active Skill – Charged Punch (E)

      • Effect:

        • Hold to charge

        • Longer charge increases damage

        • Consumes all Combo stacks upon release

        • Bonus damage based on stack count

      • Design Intent

        • This skill converts accumulated combo pressure into burst payoff.

        • It reinforces the idea that the skill should only be used during boss vulnerability windows.

    • Special Skill – Leap Strike (Right Mouse)

      • Effect:

        • Rapid leap toward the target followed by a slam attack

        • If the boss is guarding, this move breaks the guard

        • Successful guard break briefly stuns the boss

      • Design Intent

        • Leap Strike is not just a damage ability.

        • It is the Boxer’s key mechanic response to boss defensive states.

      • This mirrors the Paladin’s role:

        • Paladin handles aggressive boss attacks

        • Boxer handles defensive boss behaviors

    • Dodge Mechanic

      • Perfect Dodge

        • A successful perfect dodge briefly slows time.

      • Design Purpose

        • This mechanic raises the Boxer’s skill ceiling.

        • Highly skilled players can extend their field time and gain additional damage opportunities through precise evasion.

Dual Character Synergy Design

  • Synergy Logic 1: Paladin Creates Openings, Boxer Deals Damage

    • The Paladin absorbs pressure, interrupts the boss, and stabilizes the battlefield.

    • The Boxer then builds combo stacks and unleashes burst damage.

  • Synergy Logic 2: Characters Counter Different Boss States

    • Boss dash → Paladin interrupts with Shield Bash

    • Boss guard → Boxer breaks guard with Leap Strike

    • Boss multi-hit attacks → Paladin absorbs pressure while Boxer seeks dodge-based counter opportunities

  • Synergy Logic 3: Character Switching as Risk Control

    • Switch to Paladin when Boxer’s survival becomes risky

    • Switch to Boxer after the Paladin creates an opening

    • If switching is undesirable, companion special skills provide partial synergy benefits

  • Design Goal

    • Players should clearly feel that:

      • The two characters are complementary

      • Switching characters changes how the fight is solved

      • Successful synergy is more stable and efficient than single-character play

      • Skilled players can still push the limits with a single character

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